using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Song musica, musica2;
        
        Song musicaAtual;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            
            musica = Content.Load<Song>("Sleep Away");
            musica2 = Content.Load<Song>("Kalimba");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (Keyboard.GetState().IsKeyDown(Keys.P))
            {
                if (musicaAtual == musica)
                {
                    MediaPlayer.Play(musica2);
                    musicaAtual = musica2;
                }
                else
                {
                    MediaPlayer.Play(musica);
                    musicaAtual = musica;
                }
                
            }

          

                      
            
            if(Keyboard.GetState().IsKeyDown(Keys.PageDown)) 
           {
               MediaPlayer.Volume -= 0.01f;
           }    

           if(Keyboard.GetState().IsKeyDown(Keys.PageUp)) 
           {
               MediaPlayer.Volume += 0.01f;
           }  
           
           if(Keyboard.GetState().IsKeyDown(Keys.S)) 
           {
               if (MediaPlayer.State == MediaState.Playing)
               {
                   MediaPlayer.Pause();
               }
               else if (MediaPlayer.State == MediaState.Paused)
               {
                   MediaPlayer.Resume();
               } 
           }
           if (Keyboard.GetState().IsKeyDown(Keys.M))
           {
               MediaPlayer.IsMuted = !MediaPlayer.IsMuted;


               /*if (Keyboard.GetState().IsKeyDown(Keys.M))
              {
                 if (MediaPlayer.IsMuted == false)
                 {
                     MediaPlayer.IsMuted = true;
                 }
                 else if (MediaPlayer.IsMuted == true)
                 {
                     MediaPlayer.IsMuted = false;
                 }
              }*/






           }  
            base.Update(gameTime);
            }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
